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Cube & Cube 2 FORUM


Making Custom models for Cube 2

by Cluett on 06/21/2006 03:18, 8 messages, last message: 06/22/2006 03:00, 1875 views, last view: 05/04/2024 19:14

Anyone have any general ideas for creating md2 models for cube 2? any ahh... Converters like 3ds etc.

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#1: models

by shocktrooper1 on 06/21/2006 05:35

A blender to sauer script would be nice. Blender is free, powerful and heavily maintained. It has IK, Shape Keys, a built-in UV mapper... the list goes on. If there were a script for blender the model quality would triple for myself, alone.

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#2: ..

by Recursion on 06/21/2006 06:43

Yeah, blender's cooooooool. I'm really horrible at modeling, but support for blender models in sauerbraten would be delicious.

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#3: ..

by Cluett on 06/21/2006 15:01

I own the retail of max 8 :P but yes blender would be awsome to have. they dont really give us that much support on making our own models either.

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#4: re:

by shocktrooper1 on 06/21/2006 20:55

its not too difficult except you have to animate in Misfit. Its a nice little program but the abilities fall short compared to animating in blender. The method goes like this for the present;

Model and UV map in Blender, export to obj
open in Misfit, animate w/ bones.
convert to frames and save as md2
open in q2mdlr9b and export to md2 to have the correct headers and GL commands for Sauerbraten
Drop in an existing /model/monster file to test. Make sure to name the md2 tris.md3 and the texture skin.jpg/png.

To get the framelist correct just open a sauer model such as ogro in misfit and write down the frame names and how many frames each one takes. Also not all individual animations are used in each md2, for example salute_alt and bumflop. For those and several others I just leave the model in a standing position for each frame in the particular animation segment. The others animate to taste. One note, in misfit animate each bone along each frame before choosing another because some bones will lock up sometimes not to mention gimbal lock. And if you must move the entire skeleton in, say, the jump animation, wait until you have all the other motions animated beforehand so there is no locking.

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#5: Re:

by shocktrooper1 on 06/21/2006 20:56

Thats tris.md2, not md3. Md3 is a different process.

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#6: Re: models

by Aardappel_ on 06/21/2006 23:42, refers to #1

sauer uses totally standard md2/md3s, so there is no need for a "sauer exporter". Whatever tool can produce these, can be used. If blender can't produce correct files, they need to clean that up.

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#7: Re

by shocktrooper1 on 06/22/2006 02:35

I had a feeling that would be the response. I also feel it is not your position to worry about exporters for a 3d app. But on the other hand the possibilities with blender exceed all other high end apps for price and none of the low end apps can touch its power. If there was a port for this free program the quality of character animation would be greater for it and attract many skilled modelers who are skilled in blender. Thats my two cents. :D

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#8: Re: Re

by Aardappel_ on 06/22/2006 03:00, refers to #7

I agree. All I am saying that given the nature of the situation, that is something for the blender people to address, not us.

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